The top road is the Morris Eight, the middle one is Thornycroft Amazons and the bottom one is Thornycroft rigid BTs (I decided against doing articulated BTs as they apparently were only in production for one year and have a limited capacity which is covered pretty well by other vehicles already).

I've added these and all the rest of the part 2 lorries to SVN just now, but unfortunately I don't have time to do a screenshot of the Q, QC, or Stag. Maybe someone else could, as I doubt I'll have time for another week?

Here's three more, this time a series of 4 wheel rigid light trucks:- Morris FG (1960) in green and postal livery- Leyland G series (1975) in blue and postal livery- Leyland Roadrunner (1984) in orange/white and postal livery

Feedback: Around 1930/1940s it seems nearly impossible for lorries to make a profit transporting goods. (100% full, return empty.) Part of this challenge may be that different goods have different revenues. I've tried hauling books, textiles and china in the available lorries, and in the end had to build rail lines to haul goods to the department stores instead.

I'm mostly looking at short-haul deliveries from a station in or near town, or the next town over, to a downtown area.

I recently started hauling meat in the chilled goods trucks from well outside town to the far side of town. I was scared this would lose money but this route is profitable.

Yeah there are very subtle differences in colour / logo / shape, but the two vans look pretty similar on that scale unfortunately.

@dannyman - thanks for the feedback. Is it particularly piece goods that are unprofitable? The base price for all piece goods is identical (or at least should be), but speed bonus falls into a low and high category (all those three you mention are low speedbonus). As you've probably realised by now, there are quite a few balancing issues to sort out.

I haven't tried much beyond the goods and cold goods. Cold goods fine. The books were a slight loss. IMHO, it shouldn't be hard to break even without the speed bonus.

Buses too have been harder to turn a profit than I am used to. I did a lot of experimentation, even to having 100% load stops, and short runs on twisty streets might still lose money. In the end I decided to worry less and make buses wait at certain stops for 1%-20% load (to reduce bunching) with the theory that if passengers circulate in-town effectively they'll keep the railways fed. When I let the bus lines run more at a loss, overall profits were fine.

I built a tram network in one city and that thing makes money hand-over-fist. Well, operations-wise. The per-mile cost drops substantially and the maintenance costs go up. Is there a report somewhere that breaks out maintenance costs by, say, track types, signals, stations?

Here's the latest save file . . . my current project is auditing station coverage in the towns to improve coverage and bus service.

(I may have to grab your latest ships and see about floating sheep to the slaughterhouse.

James, as you say, one thing to try would be to have a blanket increase in goods payment rates. Danny, if you have time, would you mind experimenting with this (as I know you are familiar with makeobj). If you take the sources for the goods of SVN, you can increase the revenue for each by however much you want, and try again. It would be interesting to see what you think represents a good balance (and it would be a fairer test if done on the same save/setup)...

James, as you say, one thing to try would be to have a blanket increase in goods payment rates. Danny, if you have time, would you mind experimenting with this (as I know you are familiar with makeobj). If you take the sources for the goods of SVN, you can increase the revenue for each by however much you want, and try again. It would be interesting to see what you think represents a good balance (and it would be a fairer test if done on the same save/setup)...

The Hood: I've run makeobj, I guess the next step is fiddling under the hood. (*cough*) I'll try when I can, though this week is gonna be busy.

Offhand, I'd say my game is workable but would probably work better if goods trucks cost 10% less to operate. I'll try to test this soon.

What would be really nice if there isn't one already is a configuration knob to allow players to adjust global revenues. Call it "difficulty"

danny, for some reason I can't get at that save from the link - it just gives me a webpage full of random characters...

Anyway, here are some more trucks:- Leyland T45 Roadtrain (articulated truck available in every goods type from 1978)- Leyland T45 Constructor (rigid 8-wheeler for bulk, long and fluid goods from 1978)